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So how is the DE-HYPE phase going?

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  • Loke666Loke666 MalmöPosts: 17,962Member Uncommon
    Originally posted by Wickedjelly

    Game is what I expected for the most part.

    A bit disappointed with the dungeons but on the other hand I'm enjoying WvW a lot more than I thought I would. So pretty much evens out.

    They might need some more work, yes but they have already started to patch them up. I think they will get those just right in a while as well.

  • FrodoFraginsFrodoFragins Manchester, NHPosts: 2,926Member Uncommon
    It's actually better than expected.  Although thanks to overall MMO burnout I'm a bit bored now.
  • ZuvielifyZuvielify Fremont, CAPosts: 168Member

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

     

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

     

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

  • WolvardsWolvards grants pass, ORPosts: 650Member
    Originally posted by Wickedjelly
    Originally posted by Creslin321

    1.  Terrain.  There are a lot of places on the map that are basically built to be choke points that you can AE the crap out of.  AN example of this are the bridges between the two invader sides in a borderland.  It is possible to beat a larger force here if they run into the bridge...it basically becomes a meat grinder of AE hell.

    2.  Siege engines.  Really, I know this is said a lot, but a ballista up on top of a tower can literally decimate an attacking army.  In fact, I would think that ONE ballista up on top of the tower that can't be hit by non-siege could give a large zerg a big headache.

     There is an area on one map leading to a Keep that has a bottleneck area right outside the one entrance like this. It turns into an AoE meatgrinder and for the life of me I cannot get why many choose this route to attack the keep. I understand it is close to the keep you may own but the other entrance is much easier to attack from because it is more open plus it is close to a supply camp that you can ensure you mantain if your forces are in this area.

     

    Yeah on the borderlands, in the upper central keep on the left side. Last night we pushed them into their and next thing ya know arrow carts everywhere. The Garrison is what it is. 

    Hate that castle. I'd rather take the tower than attack but noooo, everyone wants to attack from below haha.

    The "Youtube Pro": Someone who watches video's on said subject, and obviously has a full understanding of what is being said about such subject.

  • impiroimpiro onbekendPosts: 204Member

    Expectations are a very difficult thing to measure. You see people sometimes base expectations on somebody else's expectations.

    For example, what a lot of people on these forums say is:

    "The fanboys made this out to be the second coming, but it was nothing but hype in the end"

    This is problematic in that people have very different tastes and wishes, and on top of that the way these tastes and wishes are statisfied can vary greatly.

    Its hard to say whether or not expectations were realistic or based on a legitimate source etc.

     

    Personally my expectations are mostly met, some exceeded and a few not entirely met. The things is that a lot of the promises/logic behind GW2 direction are all clearly in the product and mostly very well executed. However some design decisions which were great on paper may in the long run not always be statisfying or can have unpleasent side effects.

     

  • kaiser3282kaiser3282 Phoenix, AZPosts: 2,690Member Uncommon

    @Borick and Lorkii - Did you for some reason expect it was a sandbox? Doing any sort of research on the game before buying would have told you it wasnt.

    BTW, the question was regarding what you expected, not wether or not you liked it. If you expected it to be a sandbox, thats kind of your own failing. If you expected it to be a themepark with some differences between it and other themeparks... then it was what you expected.

  • AdiarisAdiaris RomePosts: 381Member
    Originally posted by Zuvielify

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

     

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

     

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

    Interesting.

    I find I use more skills than I did in WoW last time I played. As an arcane (or Fire) mage my rotation was 4 skills max. Plus a couple of situational long CD skills. And shinies stopped being interesting to me once everyone had them, it had been ages in WoW since someone /w me "hey where did you get that (item piece)" and I think that's because... it didn't really matter anymore. While in GW2 I find myself making lists again of what Gear I want for what purpose, I clearly don't want to have the same outfit on when I'm exploring/farming than when I'm in WvW or dungeons! ;)

     

    Edit: typos galore.

  • Loke666Loke666 MalmöPosts: 17,962Member Uncommon
    Originally posted by Zuvielify

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

    I guess we differ there, and auto attack just stands for about 10% of the damage both with my thief and warrior, maybe even less.

    Someone of us 2 is playing the wrong way if your auto attack is 90% of your damage and mine is 10%, I wonder who?

  • LorkiiLorkii Vancouver, BCPosts: 88Member
    Originally posted by kaiser3282

    @Borick and Lorkii - Did you for some reason expect it was a sandbox? Doing any sort of research on the game before buying would have told you it wasnt.

    BTW, the question was regarding what you expected, not wether or not you liked it. If you expected it to be a sandbox, thats kind of your own failing. If you expected it to be a themepark with some differences between it and other themeparks... then it was what you expected.

    I knew it wasn t a sandbox at all, did alot of research. I did answer to what I was expecting. In the least I was expecting a game better then some MMOs I ve played that mildly entertained me, and it fell way short. I knew full well, how the game was designed, always thought it sounded cool, then it just wasn t.

  • WickedjellyWickedjelly Yahoo, COPosts: 4,990Member
    Originally posted by Loke666

    I guess we differ there, and auto attack just stands for about 10% of the damage both with my thief and warrior, maybe even less.

    Someone of us 2 is playing the wrong way if your auto attack is 90% of your damage and mine is 10%, I wonder who?

     Yeah I'm constantly rotating on my ele so auto attack accounts for the least amount of damage for me in group content.

    I will admit I don't switch much when soloing except for boss DEs.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • kaiser3282kaiser3282 Phoenix, AZPosts: 2,690Member Uncommon
    Originally posted by Loke666
    Originally posted by Zuvielify

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

    I guess we differ there, and auto attack just stands for about 10% of the damage both with my thief and warrior, maybe even less.

    Someone of us 2 is playing the wrong way if your auto attack is 90% of your damage and mine is 10%, I wonder who?

    Ranger, thief, warrior, necro.... same as you. Not much damage output from 1 in comparison to everything else. Not to mention the additional effects provided by those skills, as well as the field they create for comboing.

  • VikingGamerVikingGamer Nowhere, TXPosts: 1,347Member Uncommon
    Originally posted by GeezerGamer

    While fun and entertaining, DEs are not as "dynamic" as I'd expected. I make it a point to go after each and every one I can, but I fail to see how they have taken "Rifts" to any new levels. The only thing DEs have taken to the next level is the number of times you can escort someone.

    This seems to be a common sentiment. And probably it is born of too much hype and to high expectations.

    DEs are a step up from Rifts but only in a subtle way. (And I still play both games) Rifts can happen where ever and when ever. And in a lot of cases you don't know if it will be this or that kind of rift. Maybe fire, maybe death, who knows. They can also send out invasions that can make footholds basically taking over a location and thus changing the state of the world for a while. This is part of what makes Rifts dynamic.

    DEs have all this but also add a small twist to the dynamic. What events can take place is dependant on the state of the world at a given time. That is, the events respond "dynamically" to how the world has changed. To use a simple example. If the village is taken  over by centaurs then you will not see a new centaur attack? why would you, the centaurs already hold the town. What you will see is the town refugees planning an attack to retake the town. You only see certain events take place if the world finds itself in a particular state. In Rift the rifts could happen where ever and when ever but you wouldn't see a different kind of rift happen just because the town was already on fire or not. Rifts are quite possibly more random in that they are not quite as limited in what might happen at a particular time but what they don't do is change or react in relation to the state of the game world.

    That is the Dynamic of Dynamic Events. Not quite as cool sounding without the hype and yet it is still an rather ingenious shift in how things work. What I have found, as I have gone though the same zones gain later with a friend or on a new character is that this way of  only having certain events spawn as a result of certain world states causes the experience of the zone to often change drastically when reexplored. While many of the events are the same as before I am always finding something new. Even last night I just happened to pass by the little cave by the river just east of Shaemore where you start the game if you are human. With all the betas I cannot count how many humans I have started in this game and put though that same area. Yet this time I just happen upon an event in which the kids in the cave ask you questions about the members of Destiny's Edge. It was great.

    In my opinion this is what makes this game such a wonderful game for explorers. The way things change with events. All the tunnels and caves and crazy little places that you can discover. So far I have played every day since headstart at least a couple of hours and I can't wait to see what is over the next hill in Timberline Falls.

    All die, so die well.

  • JackdogJackdog Charleston, SCPosts: 6,344Member

    really enjoying it do far. Have filled all my character slots. 40 something elementalist, 20 something ranger, a thief and a mesmer in the teens, and a guardian in the single digits. So far my fave is the mesmer. Playing with crafting exploring and just taking my time. Did some W v W PvP and it was fun but am saving that for my endgame. No doubt in my mind I have already gotten the box price in enjoyment out of it.

    Started really doing a lot of weapon switching with my Mesmer. When in a big DE I use teh AOE's, do some buffs and rotate to my greatsword for damage then swap back for the AOEs and buffs when cooldown completed. I still have not gotten the hang of the combos. :)

    I miss DAoC

  • bcbullybcbully Westland, MIPosts: 8,273Member Uncommon

    WvW is much better than I expected, aswell as the game world.

     

    The story/lore delivery is far worse than expected. I think RIFT's story/lore delivery is better, and I consider that a bismal. 

  • AdiarisAdiaris RomePosts: 381Member
    Originally posted by VikingGamer
    Originally posted by GeezerGamer

    While fun and entertaining, DEs are not as "dynamic" as I'd expected. I make it a point to go after each and every one I can, but I fail to see how they have taken "Rifts" to any new levels. The only thing DEs have taken to the next level is the number of times you can escort someone.

    This seems to be a common sentiment. And probably it is born of too much hype and to high expectations.

    DEs are a step up from Rifts but only in a subtle way. (And I still play both games) Rifts can happen where ever and when ever. And in a lot of cases you don't know if it will be this or that kind of rift. Maybe fire, maybe death, who knows. They can also send out invasions that can make footholds basically taking over a location and thus changing the state of the world for a while. This is part of what makes Rifts dynamic.

    DEs have all this but also add a small twist to the dynamic. What events can take place is dependant on the state of the world at a given time. That is, the events respond to how the world has changed. To use a simple example. If the village is taken  over by centaurs then you will not see a new centaur attack? why would you, the centaurs already hold the town. What you will see is the town refugees planning an attack to retake the town. You only see certain events take place if the world finds itself in a particular state. In Rift the rifts could happen where ever and when ever but you wouldn't see a different kind of rift happen just because the town was already on fire or not.

    That is the Dynamic of Dynamic Events. Not quite as cool sounding without the hype and yet it is still an rather ingenious shift in how things work. What I have found, as I have gone though the same zones gain later with a friend or on a new character is that this way of  only having certain events spawn as a result of certain world states causes the experience of the zone to often change drastically when reexplored. While many of the events are the same as before I am always finding something new. Even last night I just happened to pass by the little cave by the river just east of Shaemore where you start the game if you are human. With all the betas I cannot count how many humans I have started in this game and put though that same area. Yet this time I just happen upon an event in which the kids in the cave ask you questions about the members of Destiny's Edge. It was great.

    In my opinion this is what makes this game such a wonderful game for explorers. The way things change with events. All the tunnels and caves and crazy little places that you can discover. So far I have played every day since headstart at least a couple of hours and I can't wait to see what is over the next hill in Timberline Falls.

    This. Dynamic is just a word that people interpret in different ways. They are dynamic to an extent, and comparitevely to standard questing, but obviously they have limits. I have yet to log on into a zone (even Orr which I've been in for close to a week now) and not see at least one new DE each time. I think that's pretty awesome, personally. 

  • ZuvielifyZuvielify Fremont, CAPosts: 168Member
    Originally posted by Loke666
    Originally posted by Zuvielify

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

    I guess we differ there, and auto attack just stands for about 10% of the damage both with my thief and warrior, maybe even less.

    Someone of us 2 is playing the wrong way if your auto attack is 90% of your damage and mine is 10%, I wonder who?

    I also play thief. While I agree that most of my damage comes from other abilities, more of the time is spent in auto-attack. 

    And I'm not saying 90, 10. IMO, even 40% auto-attack 60% active-attack is too much. But that's just what I like. I like having rotations.

    I still think GW2 combat is fun; however, it just made me nostalgic for when WoW was actually enjoyable. I have no idea if it is anymore. I was looking at test server yesterday to see what they've changed

  • WickedjellyWickedjelly Yahoo, COPosts: 4,990Member
    Originally posted by bcbully

    WvW is much better than I expected, aswell as the game world.

     

    The story/lore delivery is far worse than expected. I think RIFT's story/lore delivery is better, and I consider that a bismal. 

     I think it gets better later on. Still nothing revolutionary but it at least keeps my interest and doesn't lead to any more eye stress from the amount of eyerolling incurred in the early portions of the story.

    Wouldn't say the stories linked with dungeons are anything worth mentioning though.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • MothanosMothanos ArnhemPosts: 1,860Member Uncommon

    Far better then expected. minus a few slight hickups this game is a pearl. best mmo that hit the market.
    10/10 like many revieuw already umberd this legendery mmo.

    Also haters hate more lulz :)

  • ZuvielifyZuvielify Fremont, CAPosts: 168Member
    Originally posted by Adiaris
    Originally posted by Zuvielify

    GW2 made me look at WoW again after almost 2 years. Gross, I know.

     

    It's not that GW2 is bad. It just made me miss having a lot of buttons to push...shinies! And the trinity, since I played holy priest.

     

    Dancing around in combat while your auto-attack destroys things gets a little old. Yes, yes, I use other skills, but the auto attack does the bulk of the work. It's an interesting spin on mmo combat, and I like some of the direction it's gone; like how important movement is. However, I think it will take more games with similar ideas to get it totally right. 

    Interesting.

    I find I use more skills than I did in WoW last time I played. As an arcane (or Fire) mage my rotation was 4 skills max. Plus a couple of situational long CD skills. And shinies stopped being interesting to me once everyone had them, it had been ages in WoW since someone /w me "hey where did you get that (item piece)" and I think that's because... it didn't really matter anymore. While in GW2 I find myself making lists again of what Gear I want for what purpose, I clearly don't want to have the same outfit on when I'm exploring/farming than when I'm in WvW or dungeons! ;)

     

    Edit: typos galore.

    I think in most games, the rotation for dps is kinda weak. I liked the shadow priest rotation because it was unforgiving. I'm one of those people who likes watching the dps meter. If I screwed up the rotation on spriest, it hurt my numbers. 

     

    However, my main was h-priest, and I don't believe h-priests have a rotation. IMO, shitty priests have a rotation. At least, thats's how it used to be. I don't know anymore

  • NadiaNadia Canonsburg, PAPosts: 11,866Member Common
    Originally posted by bcbully

    WvW is much better than I expected, aswell as the game world.

    The story/lore delivery is far worse than expected. I think RIFT's story/lore delivery is better, and I consider that a bismal. 

    ouch - i didnt like RIFT lore at all

    i like the GW2 story/lore but im constantly reminded of GW1 lore / landscapes while playing GW2

     

    I dont know how GW2 lore feels if you didnt play GW1

  • JimmyYOJimmyYO Columbus, OHPosts: 520Member
    Given how virtually every MMO fails this way I was still surprised they decided to go with the little/no endgame option. In their case it's B2P so they don't care anyways but I can guarantee far less will buy the expansion because they don't build em to last.
  • ZuvielifyZuvielify Fremont, CAPosts: 168Member
    Originally posted by JimmyYO
    Given how virtually every MMO fails this way I was still surprised they decided to go with the little/no endgame option. In their case it's B2P so they don't care anyways but I can guarantee far less will buy the expansion because they don't build em to last.

    I agree with you here. I gave a soapbox rant the other day on these forums about how people say a game is "all about the journey". When we all know that it's not. You may wish it was, but it's not. When you get to the end and there is nothing to do, you quit. Maybe If that was your intention all along, then you can say it was all about the journey.

  • GeezerGamerGeezerGamer ChairPosts: 5,587Member Uncommon
    Originally posted by VikingGamer
    Originally posted by GeezerGamer

    While fun and entertaining, DEs are not as "dynamic" as I'd expected. I make it a point to go after each and every one I can, but I fail to see how they have taken "Rifts" to any new levels. The only thing DEs have taken to the next level is the number of times you can escort someone.

    This seems to be a common sentiment. And probably it is born of too much hype and to high expectations.

    DEs are a step up from Rifts but only in a subtle way. (And I still play both games) Rifts can happen where ever and when ever. And in a lot of cases you don't know if it will be this or that kind of rift. Maybe fire, maybe death, who knows. They can also send out invasions that can make footholds basically taking over a location and thus changing the state of the world for a while. This is part of what makes Rifts dynamic.

    DEs have all this but also add a small twist to the dynamic. What events can take place is dependant on the state of the world at a given time. That is, the events respond "dynamically" to how the world has changed. To use a simple example. If the village is taken  over by centaurs then you will not see a new centaur attack? why would you, the centaurs already hold the town. What you will see is the town refugees planning an attack to retake the town. You only see certain events take place if the world finds itself in a particular state. In Rift the rifts could happen where ever and when ever but you wouldn't see a different kind of rift happen just because the town was already on fire or not. Rifts are quite possibly more random in that they are not quite as limited in what might happen at a particular time but what they don't do is change or react in relation to the state of the game world.

    That is the Dynamic of Dynamic Events. Not quite as cool sounding without the hype and yet it is still an rather ingenious shift in how things work. What I have found, as I have gone though the same zones gain later with a friend or on a new character is that this way of  only having certain events spawn as a result of certain world states causes the experience of the zone to often change drastically when reexplored. While many of the events are the same as before I am always finding something new. Even last night I just happened to pass by the little cave by the river just east of Shaemore where you start the game if you are human. With all the betas I cannot count how many humans I have started in this game and put though that same area. Yet this time I just happen upon an event in which the kids in the cave ask you questions about the members of Destiny's Edge. It was great.

    In my opinion this is what makes this game such a wonderful game for explorers. The way things change with events. All the tunnels and caves and crazy little places that you can discover. So far I have played every day since headstart at least a couple of hours and I can't wait to see what is over the next hill in Timberline Falls.

    I understand this, And I think its great because it will cycle the DEs that spawn, But ultimately, I don't think it's all that big a deal. Because, I'm in the area passing though. I wasn't planning on seeing the DE, I wasn't contemplating what DE might pop based on the state of the world at that given moment. All I see is the orange circle on my map when it spawns and generally speaking, It's going to be predicatble.

  • gothagotha weymouth, MAPosts: 1,040Member
    Right now the game beats anything else on the market.  The events blow questing away and are far more repeatable and enjoyable.  Sometime they are slow to fire off however.  The hearts are ok and waste time.  WvW you need a group of people to play.  following the zerg gets boring.  
  • VesaviusVesavius BristolPosts: 7,643Member Uncommon

    Above expectations.

    The game is a sublime series of 'moments' that cannot really be explained to those that haven't played it or won't give it the time to unfold itself to them.

    A lot will consume it in a straight line and then move on, bitching loudly along the way, but to those that let it breath it, IMO, excels.

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